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Shock & Awe
MORALE FOR ALL GAMES
By Malcolm Sheppard
Introduction
I was ready for open war, but not for the assassin’s knife. Late one
night after we laid camp, such a blade took my squire, emptying his
heart before my eyes. Long shadows danced and suddenly, I knew
some of them were those of enemy killers.
Something inside me died for a moment. I took flight when I should
have stayed. They lit the tents and I fled our riverside camp.
Now I lie cold upon this hill above it, but my bravery is born again, and
in payment for chilling my heart I will make a ruin of the killers. I must
do more than have my revenge. I must silence any tongue that might
say, “Coward.”
* * *
Trey cleared the room of remaining drones with quick pulses of gunfire.
He hoisted his weapon up, giving Sonya room to slip ahead and work
the armored doors with her talents. She punched the red button and
ducked to once side.
The double doors opened with a hiss, and they saw dozens more
drones, humming and clattering about the hangar. All were armed.
Trey and Sonya looked at each other with wide eyes for a fraction of a
second. Then it was time to run.
Do you want characters to react to the emotional impact of battle? Do
you want them to run when it would be a good idea for them to run, for
a change?
If so, welcome to Shock and Awe ! This set of rules is about morale.
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Throughout history, militaries have known
that a warrior needs a trained mind to prevail.
Battlefields are terrifying places, where death can
take the form of a close blade or an anonymous
bullet. In a fantasy world, monsters and magic
are new sources of fear, but the modern world
also has technological terrors to add to the mix.
Aside from self-preservation, compassion also
factors into morale. Only the most heartless
characters can stand to see their comrades cut
down around them.
Two Notes
Before you continue, take note of two things
about this supplement:
This book is compatible with both the
world’s most popular fantasy roleplaying
game and its Modern counterpart.
Whether you’re a Modern or fantasy
gamer, you’ll find that this book is written
for you.
Morale is a matter of training and experience.
Veterans learn to cope with battle stress far
better than green troops. If this is the case, then,
shouldn’t morale be like similar traits in our d20
System© games? What possibilities does this
open up?
If you own Tactical Implant: The
Definitive D20 Guide to Cyberpunk
Combat , you own an early version of
these rules. Shock and Awe significantly
revises and expands upon that system.
Do not mix and match the two rules sets.
We’ve rebuilt morale from the ground up,
adhering to the OGL system’s logic to make
a rules set that’s easy to work with. Morale
becomes a point system; stress depletes it and
anything from flight to stirring speeches renews
it. We call this ablative morale. With this in force,
characters need more than a weapon and a
steady hand . They need the will to fight – and
win.
What Is Ablative Morale?
Mental preparedness is the key to victory. Battle-
hardened mercenaries can shrug off carnage that
would leave the average person paralyzed with
shock.
Here’s what you get:
In the following system, morale is a limited
resource. Like hit points, it can be chipped away
until characters are too shocked to participate.
Every character has a new trait: morale points.
What Is Ablative Morale? We answer this with
rules for morale hit dice, attacks and damage.
Morale Damage Types and Special Effects.
Dread, terror, creature and energy types – not
all morale damage means the same thing. This
includes guidelines for morale-affecting spells
and FX.
Gaining Morale Points
Determining character morale points is simple:
Morale dice are a function of the character’s
combat experience and willpower. The following
table lists the morale die type a character gains
each time he or she goes up a level. This is a
function of the character’s Will save progression
and hit dice.
New Feats and Optional Rules. This section
includes new feats, talent tress and rules for
propaganda campaigns and insanity. These
guidelines let you connect the system to
character creation and customize it for horror
genre games. Unify combat morale with
supernatural terror in one system!
Each level, characters accumulate morale points
just as they do hit points. Like hit points, morale
points are not rolled at 1 st level. Heroes just
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Losing Morale Points
get the maximum roll on the die. A character’s
Wisdom score adjusts their morale points at each
level in the same way the Constitution adjusts hit
points.
Characters suffer morale damage for many of
the same reasons they suffer hit point damage. A
wound or a close shave in combat is a frightening
experience. The amount of damage is less
important than the fact that the hero was struck
at all though, so all morale damage tends to
vary less than hit point damage. However, the
condition of a character’s allies also affects his of
her morale, as do a number of other situations.
Finally, unnatural creatures and traumatic
environmental effects can take their toll. In some
games, supernatural abilities, magic spells and
other “FX” abilities also cause morale damage.
Table 1: Morale Dice Progression
Will Save Hit Dice
d4 d6 d8 d10 d12
Good
d8 d10 d10 d12 d12
Poor
d4 d6 d6 d8 d8
Example : Will has a Wisdom of 16, d8 hit dice
and a class has with a good Will Save. He begins
at 1 st level with 13 morale points. For each
additional level he takes in his current class, he’ll
gain 1d10+3 (his Wisdom adjustment) morale
points.
Morale Attacks
Morale attacks occur much like standard attacks.
They do not always require a dedicated attack
action to perform, however, and normal attack
rolls do not always apply. Instead, use the
guidelines below to determine when a morale
attack occurs and how to resolve it.
Table 2: Morale Attacks
Attack
Roll
Damage Critical Range
Expertise
Intimidate
1d4*
20/x3
Line of Sight
after successful
Attack Roll
Feint
Attack Roll
1d4*
19-20/x2 Touch
after successful
Bluff
Intimidate
Intimidate
1d6*
18-20/x2 Line of Sight and Audible
Nonlethal
Attack Roll
1d3*
Special* Weapon Range
Attack
Suppressive
Ranged Touch 1d6
20/x3
Weapon Range
Fire
Attack
Taunt
Diplomacy
1d3*
20/x3
Line of Sight and Audible
Wound
Attack Roll
1d6*
Special** Weapon Range
* If the victim can see or hear the attacker’s voice, add the attacker’s Charisma modifier to the listed
damage.
**If the attack roll delivers a critical hit, the morale attack also delivers a critical hit.
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Expertise: A combatant makes a physical attack
for the express purpose of inspiring fear. The
opponent need not attack the target physically;
he or she could torment an ally or even an enemy
while obviously directing his or her ire at the
intended target. The attacker must succeed with
his or her physical attack. Then, the attacker
must succeed at an Intimidate check (DC 10)
and the target must fail a Will save (DC equal to
the attacker’s Intimidate check) for the morale
damage to strike. Damage Type: Social.
action. On a successful Diplomacy check (DC
10), the victim suffers the listed morale damage
unless he or she succeeds at a Will save with
a DC equal to the Diplomacy check’s result.
Damage Type: Social.
Wound: Whenever the character suffers hit point
damage (whether it has any effect or not), he or
she also suffers the listed morale damage unless
she succeeds at a Will save with a DC equal to
10 + the damage inflicted. If the physical attack
inflicts a critical hit and the target fails his or her
Will save, damage is rolled twice. Damage Type:
Physical.
Feint: If the attacker succeeds in a physical
attack after using a Bluff check to feint, the target
of that attack suffers the listed morale damage if
he or she fails a Will save (DC equal to the Bluff
check). Damage Type: Social.
Circumstantial Damage
Circumstantial morale damage does not
occur because of specific actions by NPCs or
PCs, but because of specific events. Table
3: Circumstantial Morale Damage lists the
sources of such damage. The Special column
lists how often such damage is inflicted as well as
Intimidate: On a successful Intimidate check
(DC 10), the target of the attack suffers the listed
morale damage if he or she fails a Will save (DC
equal to the attacker’s Intimidate check). This is
an attack action. Damage Type: Social.
Nonlethal Attack: Whenever
the character suffers nonlethal
damage (whether it has any
effect or not), he or she also
suffers the listed morale
damage unless she succeeds
at a Will save with a DC equal
to 10 + the damage inflicted.
Damage Type: Physical.
Suppressive Fire:
Suppressive fire consists of
attacks with ranged weapons
intended to keep a target
cowering. To use suppressive
fire, make a ranged
touch attack against the
opponent, ignoring cover and
concealment. If successful,
the attack does not actually
strike the opponent, but hits
near enough to hinder him or
her. Damage Type: Social.
Taunt: The attacker insults
the victim. This is an attack
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how often those affected may make Will saving
throws.
All Will saves versus circumstantial morale
damage have a DC 20. On a successful
save, the victim suffers half of the full morale
damage (rounded up). Thus, even the toughest
minds wear down in the face of intimidating
circumstances.
Table 3: Circumstantial Morale Damage
Condition
Morale Damage
Special
Ally* flees or is injured
2d4
Each occasion
Ally* betrays characters
2d6+Ally Cha
Each occasion
Modifier
Ally* dies
2d4
Each occasion
Character enters
2d4
Once upon entering each combat
a combat in progress
Character forced to make
2d4
Each occasion
a Fort. save to resist
massive damage
Character is alone
2d4
Each round
against multiple opponents
Character’s side
2d3
Each round
appears outnumbered
Debilitating condition
2d6
Each occasion and each round of
combat
* An ally is another player character or NPC who the character has a Friendly attitude to. For the
purposes of these rules, characters have a maximum number of allies equal to 5 or the number of
player characters+1 (whichever is higher).
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